Difference between revisions of "MLP Dramatic Systems"
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− | ==Combat== | + | ==COMBAT== |
+ | |||
+ | ===COMBAT SEQUENCE=== | ||
+ | Combat takes place in a series of rounds, with each character taking one turn each round. Generally, combat runs in the following way: | ||
+ | |||
+ | '''Step 1''' The Stablemaster determines which characters are aware of their opponents at the start of the battle. If at least some combatants are unaware of their opponents, a surprise round happens, before regular rounds begin. If there is a surprise round, each combatant starts the battle flat-footed. A flat-footed character doesn't add a Dexterity bonus to their Reflex Defense. Once combatants act, they are not longer flat-footed. | ||
+ | |||
+ | '''Step 2''' The combatants who are aware of the opponents can act in the surprise round, so they make an Initiative check. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a single action (a standard action, a move action, or a swift action; no full-round actions allowed) during the surprise round. Combatants who were unaware do not get to act in the surprise round. | ||
+ | |||
+ | '''Step 3''' Combatants who have not yet made an Initiative check do so. All combatants are now ready to begin their first regular round. If all combatants were aware of their opponents when the battle begun, there is no surprise round and this is the first step in the combat sequence. If there is no surprise round, no one starts flat-footed (everypony was alert enough to be ready for an encounter). | ||
+ | |||
+ | '''Step 4''' Combatants act in initiative order. | ||
+ | |||
+ | '''Step 5''' When everypony has had a turn, the combatant with the highest initiative acts again and steps 4 and 5 repeat until combat ends. | ||
+ | |||
+ | ===THE COMBAT ROUND=== | ||
+ | Each round represents 6 seconds in the game world. In the real world, a round is an opportunity for each character involved in a combat to take one or more actions. Anything a person could reasonably do in 6 seconds, your character can do in 1 round. | ||
+ | Each round begins with the character with the highest Initiative check result and then proceeds, in descending order, from there. Each round uses the same initiative order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. | ||
+ | For almost all purposes, there is no relevance to the end of a round or the beginning of a round. The term "round" works like the word "month." A month can mean either a calendar month, or a span of time from a day in one month to the same day the next month. In the same way, a round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative number in the next round. Effects that last a certain number of rounds end just before the same initiative number that they began on. | ||
+ | |||
+ | ===ACTIONS IN COMBAT=== | ||
+ | Every round, on your character's turn, you may take a standard action, a move action, and a swift action (in any order). You may take a move action or a swift action in place of a standard action, but not the other way around. | ||
+ | You may also take a swift action in place of a move action, but not the other way around. Finally, you may sacrifice all three of these actions to perform a single full-round action on your turn. | ||
+ | |||
+ | STANDARD ACTION | ||
+ | I | ||
+ | MOVE ACTION | ||
+ | I | ||
+ | SWIFT ACTION | ||
+ | |||
+ | Standard Action: A standard action is usually the most important action you'll take in a round, and it often consists of some sort of attack - throwing a punch, swinging a lasso, hurling a water balloon, and so on. | ||
+ | You can perform one standard action on your turn. | ||
+ | |||
+ | Move Action: A move action represents physical movement. The most common move action is moving your speed. Standing up from a prone position, opening a door, and drawing an object are also move actions. You can perform one move action on your turn, or two if you give up your standard action. | ||
+ | |||
+ | Swift Action: Most swift actions enable you to perform your standard action. Examples include dropping a held item or activating a certain maneuver. You can perform one swift action on your turn, or two if you give up either your standard action or your move action, or three if you give up both your standard action and your move action. | ||
+ | |||
+ | Full-Round Action: A full-round action consumes all of your effort during a given round, effectively replacing all other actions on your turn. Some uses of skills require a full-round action to complete. Examples include bypassing a lock (using the Craft skill), or searching an area for clues (using the Perception skill). A full-round action can't span multiple rounds; for example, you cannot perform a full-round action that replaces your move action and swift action in the first round and your standard action in the following round. | ||
+ | |||
+ | ====Free Actions and Reactions==== | ||
+ | Some actions take such a negligible amount of time that they can be performed in addition to other actions or they can happen out of turn: | ||
+ | |||
+ | Free Action: Free actions consume almost no time or effort, and you may take one or more free actions even when it isn't your turn. Examples include calling out to your friends for help and taunting a foe. The Stablemaster puts reasonable limits on what counts as a free action. Reciting the epic history of the Royal families takes several minutes (or more) and therefore isn't a free action. You can't take free actions when you're flat-footed. | ||
+ | |||
+ | Reaction: A reaction is an instantaneous response to someone else's action, and you can use a reaction even if it is not your turn. Examples of reactions include making a Perception check to notice somepony sneaking up behind you and instantly activating a maneuver to avoid damage from an incoming attack. | ||
+ | |||
+ | ===COMBAT STATISTICS=== | ||
+ | Several fundamental statistics determine how well you do in combat. This section summarizes these statistics. | ||
+ | |||
+ | ====ATTACK ROLL==== | ||
+ | Attacking is a standard action. When you make an attack roll, roll ld20 and add the appropriate modifiers. If your result is equal to or higher than the target's Reflex Defense, you hit and deal damage (see Damage below). | ||
+ | |||
+ | Your attack roll with a melee weapon or unarmed attack is: | ||
+ | 1d20 + Melee skill score | ||
+ | |||
+ | Your attack roll with a ranged weapon is: | ||
+ | 1d20 + Ranged skill score + range penalty (if any) | ||
+ | |||
+ | ====Critical Hits==== | ||
+ | When you roll a natural 20 on your attack roll, or a harvesting roll (the d20 comes up "20"). the attempt automatically hits, no matter how high the defender's Reflex Defense. In addition, you score a critical hit and deal double damage. All targets are subject to critical hits, even inanimate objects. | ||
+ | |||
+ | ====Automatic Misses==== | ||
+ | When you roll a natural 1 on your attack roll, or a harvesting roll (the d20 comes up "1 "). the attempt automatically misses, no matter how high the bonus on the attack roll is. | ||
+ | |||
+ | ===DAMAGE=== | ||
+ | When you hit with an attack, you deal damage that reduces the enemy's fatigue points. | ||
+ | |||
+ | Unarmed damage, damage with a melee weapon or thrown melee weapon is calculated as follows: | ||
+ | Size modifier or Weapon damage + one-half heroic level (rounded down) + Strength modifier | ||
+ | |||
+ | Damage with a ranged weapon is calculated as follows: | ||
+ | Weapon damage + one-half heroic level (rounded down) | ||
+ | |||
+ | Weapon Damage: A hit always deals at least 1 point of damage, even if penalties to damage bring the damage result below 1. | ||
+ | |||
+ | One-Half Heroic Level: Weapons are simply more dangerous in the hands of powerful characters. | ||
+ | |||
+ | Strength Modifier: When you hit with a natural attack, a melee weapon or thrown melee weapon, you add your Strength modifier to damage. | ||
+ | |||
+ | ===DEFENSES=== | ||
+ | Your defenses represent your ability to avoid taking damage and overcome attacks against the body and mind. You have four defense scores: | ||
+ | |||
+ | Reflex Defense: 10 + Dexterity modifier + armor bonus or class bonus + natural armor bonus + size modifier | ||
+ | |||
+ | Fortitude Defense: 10 + Constitution modifier + class bonus + equipment bonus | ||
+ | |||
+ | Will Defense: 10 + Wisdom modifier + class bonus | ||
+ | |||
+ | Wits Defense: 10 + Intelligence Modifier + class bonus | ||
+ | |||
+ | Your species, talents, feats, and actions may grant additional bonuses to one or more of these defenses. For example, Buffalos gain a +1 species bonus to Fortitude Defense, while a character with the Improved Defenses feat gains a + 1 bonus to all four defenses. | ||
+ | |||
+ | ====Reflex Defense==== | ||
+ | Your Reflex Defense (Ref) represents how hard you are to hit in combat, and most attacks target a creature's Reflex Defense. If an opponent's attack roll equals or exceeds your Reflex Defense, the attack hits. | ||
+ | |||
+ | Armor Bonus: Your armor bonus is determined by the armor you wear. If you are wearing armor, add your armor bonus to your Reflex Defense instead of your class bonus. This represents the difference between using your innate skill to avoid injury and counting on your armor to absorb the damage from incoming attacks. | ||
+ | |||
+ | Dexterity Modifier: Nimble targets are more difficult to hit than slow ones. Add your Dexterity modifier to your Reflex Defense. If you are flatfooted or unaware of an attack, you lose your Dexterity bonus (but not a penalty) to your Reflex Defense. If you are helpless (for example, knocked unconscious). calculate your Reflex Defense as if you had a Dexterity score of 0 (-S modifier). | ||
+ | |||
+ | Size Modifier: Smaller creatures are harder to hit than bigger ones. Apply the appropriate size modifier to your Reflex Defense (and only your Reflex Defense). Size modifiers are as follows: Colossal, -10; Gargantuan, -5; Huge, -2; Large, -1; Medium, +0; Small, + 1; Tiny, +2; Diminutive, +5; Fine, + 10. | ||
+ | |||
+ | ====Fortitude Defense==== | ||
+ | Your Fortitude Defense (Fort) represents your ability to resist the effects of poison, disease, and severe weather, as well as your ability to ignore effects that would incapacitate a normal being. | ||
+ | |||
+ | Constitution Modifier: Tougher, healthier targets are more difficult to hurt than weaker ones, so you add your Constitution modifier to your Fortitude Defense. | ||
+ | |||
+ | Equipment Bonus: Some kinds of armor provide an equipment bonus to your Fortitude Defense. | ||
+ | |||
+ | ====Wits Defense==== | ||
+ | Your Wits Defense (Wit) represents how quick you are thinking and reacting, and most social attacks target a creature's Wits Defense. If an opponent's attack roll equals or exceeds your Wits Defense, the statement hits. | ||
+ | |||
+ | Intelligence Modifier: Quick-witted targets are more difficult to impress than slow ones. Add your Intelligence modifier to your Wits Defense. If you are flatfooted or unaware of an attack, you lose your Intelligence bonus (but not a penalty) to your Wits Defense. | ||
+ | |||
+ | ====Will Defense==== | ||
+ | Your Will Defense (Wil) represents your ability to resist the effects of stress, some magical effects, or other effects that target your mind. | ||
+ | |||
+ | Wisdom Modifier: Strong-willed characters are harder to influence than weak-willed ones. You add your Wisdom modifier to your Will Defense. When you are unconscious, you have an effective Wisdom score of 0 (-5 modifier). | ||
+ | |||
+ | ===SPEED=== | ||
+ | Your speed tells you how far you can move with a single move action. Your speed depends mostly on your species, although certain kinds of armor can reduce your speed. Some creatures and vehicles have a natural climb, burrow, fly, and/or swim speed in addition to their normal land speed. Any effect that reduces speed affects all of a creature's movement modes unless noted otherwise. Speed is measured in squares. Each square represents 1.5 meters (about 5 feet). | ||
+ | |||
+ | Fly: A creature with a fly speed is capable of flight, but not if it is carrying a heavy load (see Encumbrance). | ||
+ | |||
+ | ----- | ||
+ | |||
+ | ===HIT POINTS=== | ||
+ | Hit points (sometimes abbreviated "hp") represent two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a graze or near miss. As you become more experienced, you become more adept at parrying strikes, dodging attacks, and rolling with blows such that you minimize or avoid significant physical trauma, but all this effort slowly wears you down. Rather than trying to keep track of the difference between attacks and how much physical injury you take, hit points are an abstract measure of your total ability to survive damage. | ||
+ | |||
+ | As long as you have at least 1 hit point, you can act normally on your turn. | ||
+ | |||
+ | Second Wind | ||
+ | If you are reduced to one-half your maximum hit points or less, you can catch a second wind as a swift action. This action heals one-quarter of your full hit point total (rounded down) or a number of hit points equal to your Constitution score, whichever is greater. You can catch a second wind only once per day. Certain feats or talents may allow you to catch a second wind more often, but never more than once in a single encounter. | ||
+ | Only heroic characters can catch a second wind; non heroic characters, creatures, objects, devices, and vehicles cannot. Exception: A nonheroic character that takes the Extra Second Wind feat (page 85) can catch a second wind once per day. | ||
+ | |||
+ | o Hit Points | ||
+ | A creature reduced to 0 hit points moves -5 steps on the condition track and falls unconscious (see Falling Unconscious, below). However, if the damage that reduced the creature to 0 hit points equals or exceeds its damage threshold, the creature is killed instead (see Damage Threshold, below). | ||
+ | |||
+ | A droid, object, or vehicle reduced to 0 hit points moves -5 steps on the condition track and is disabled (but repairable). However, if the damage that reduced it to 0 hit points equals or exceeds its damage threshold, the droid, object, or vehicle is destroyed instead. A destroyed droid, object, or vehicle cannot be repaired. | ||
+ | |||
+ | Damage Threshold | ||
+ | Attacks that deal massive amounts of damage can impair or incapacitate you regardless of how many hit points you have remaining. Your damage threshold determines how much damage a single attack must deal to reduce your combat effectiveness or, in some cases, kill you. Your damage threshold is calculated as follows: | ||
+ | |||
+ | Damage threshold = Fortitude Defense + size modifier | ||
+ | |||
+ | Size Modifier: Creatures, droids, and vehicles larger than Medium size gain a size bonus to their damage threshold. This size bonus is +5 for Large, + 10 for Huge, +20 for Gargantuan, and +50 for Colossal. | ||
+ | When a single attack made against you deals damage that equals or exceeds your damage threshold, but not enough damage to drop you to 0 hit points, you move -1 step along the condition track (see Conditions, page 148). If the damage reduces you to 0 hit points, you are dead. | ||
+ | |||
+ | Droids, Objects, and Vehicles: A droid, object, or vehicle reduced to 0 hit points by an attack that deals damage equal to or greater than its damage | ||
+ | threshold is destroyed. | ||
+ | |||
+ | Spending a Force Point: If you are reduced to 0 hit points by an attack that deals damage equal to or greater than your damage threshold, you can avoid death by immediately spending a Force Point, even if you spent a Force Point earlier in the round. A character who spends a Force Point in this fashion remains at 0 hit points, moves -5 steps along the condition track (see Conditions, page 148). and falls unconscious. | ||
+ | |||
+ | If a droid is reduced to 0 hit points by an attack that deals damage equal to or greater than its damage threshold, it may spend a Force Point in this | ||
+ | manner to be disabled instead of destroyed. | ||
+ | |||
+ | Improved Damage Threshold: You can increase your damage threshold by taking the Improved Damage Threshold feat (page 86). | ||
+ | |||
+ | Falling Unconscious | ||
+ | A creature pushed to the bottom of the condition track (see Conditions, page 148) or reduced to 0 hit points falls unconscious. When you fall unconscious, you fall prone and are unable to take any actions. After 1 minute (10 rounds)' you make a DC 10 Constitution check. On a success, you move + 1 step on the condition track, regain consciousness, recover hit points equal to your level, and can act normally on your next turn (although you start prone). | ||
+ | If the check fails, you remain unconscious for 1 hour, after which you can attempt another Constitution check. You make a new Constitution check every hour until you regain consciousness. If you fail by 5 or more points, or if you roll a natural 1 on your Constitution check, you are dead. You can't | ||
+ | take 10 on the Constitution check. | ||
+ | If you fail a Constitution check to regain consciousness, your condition becomes persistent (see page 149). which means that you can't heal damage naturally and you can't use the recover action (see page 154) until you've had surgery performed on you or until you get eight consecutive, uninterrupted hours of rest. | ||
+ | An unconscious character or creature subjected to a coup de grace attack (see page 154) or an attack that deals damage equal to or greater than its | ||
+ | damage threshold dies immediately. | ||
+ | A character or creature that receives any kind of healing while unconscious immediately revives and can get up to fight again (but starts prone); the healed character or creature has a number of hit points equal to the amount of healing it received, and it moves + 1 step on the condition track. | ||
+ | |||
+ | Objects, Devices, and Vehicles: When an object, device, or vehicle is disabled, it moves -5 steps on the condition track and no longer functions. It remains inert and inoperative until repaired (see the Mechanics skill, page 68). A repaired object, device, or vehicle gains a number of hit points equal to the amount repaired, and it moves + 1 step on the condition track. | ||
+ | |||
+ | Death | ||
+ | A character or creature that dies cannot be brought back to life except under special circumstances (see the revivify ability of the Treat Injury skill, page 74). Similarly, a destroyed object, or vehicle cannot be repaired. | ||
+ | |||
+ | The Star Wars galaxy is a vast and perilous wilderness, and heroes who fight against evil and tyranny sometimes make the ultimate sacrifice. When a hero dies, the only thing a player can do is bid her character a fond farewell and roll up a new one. | ||
+ | |||
+ | Natural Healing | ||
+ | A living creature that gets eight consecutive, uninterrupted hours of rest regains hit points equal to its level. A living creature cannot heal naturally if it has any persistent conditions (see next page). and a creature can only benefit from natural healing once in a 24-hour period. | ||
+ | In addition to the hit points gained from natural healing, a creature can regain additional hit points from first aid or long-term care (see Treat Injury skill, page 74). | ||
+ | |||
+ | CONDITIONS | ||
+ | Certain debilitating attacks reduce one's combat effectiveness instead of one's hit points. Examples include a stun grenade blast, a force march, a paralyzing venom, or long-term exposure to extreme temperatures. Multiple conditions have cumulative effects and can quickly drive a creature from its normal state to unconsciousness or disable an otherwise functional droid, device, or vehicle. | ||
+ | Physically debilitating attacks are usually made against the target's Fortitude Defense, while mentally debilitating attacks target one's Will Defense. Either type of attack pushes the target along the same track. | ||
+ | |||
+ | The Condition Track | ||
+ | A creature, droid, object, or vehicle not affected by any debilitating conditions is assumed to be in a "normal state," which represents one end of the condition track. Each debilitating effect to which it succumbs moves it one or more steps along the condition track. A creature pushed to the last step on the condition track falls unconscious (see Falling Unconscious, above). | ||
+ | A droid, object, or vehicle pushed to the last step on the condition track is disabled until repaired using the Mechanics skill (see page 68). | ||
+ | When a device is pushed down the condition track, apply the indicated penalty on skill checks to any skill check made using the device. | ||
+ | When a vehicle is pushed down the condition track, all of the vehicle's occupants suffer the same penalties as the vehicle itself until the vehicle is disabled. Penalties imposed by multiple condition tracks are cumulative; in other words, a vehicle's occupants suffer the effects of their own personal condition tracks in addition to the effects of the vehicle's condition track. | ||
+ | |||
+ | Removing Conditions | ||
+ | You can improve your condition by spending three swift actions to use the recover action, moving + 1 step along the condition track. You can spend all three swift actions in a single round or spread them out across consecutive rounds. For example, you could spend a swift action at the end of one turn and two swift actions at the start of your next turn to move + 1 step along the condition track. Certain situations may prevent you from spending swift actions to move toward a normal state on the condition track (see Persistent Conditions, below). | ||
+ | Resting for eight consecutive, uninterrupted hours usually removes all debilitating conditions afflicting a creature and returns it to its normal state. Some causes of debilitation, such as poison and hunger, may prevent a creature from improving its cond ition or returning to its normal state until the cause of the debilitation is treated (see Persistent Conditions, below). | ||
+ | |||
+ | Persistent Conditions | ||
+ | Some hazards and attacks (such as poison and disease) result in a persistent condition that cannot be removed except in certain circumstances. Any time a condition is persistent, you cannot use the recover action (see page 154) to move steps up the condition track, and you do not regain any hit points from natural healing. However, once a persistent condition is removed by satisfying the requirements stated in its description, you can move up the condition track and heal normally. | ||
+ | Persistent conditions do not prevent you from moving up the condition track by means other than the recover action or resting for 8 hours. For example, an unconscious creature that fails its first Constitution check has a persistent condition from its injuries, but it still moves + 1 step on the condition track when it makes a successful Constitution check to regain consciousness. | ||
+ | |||
+ | Multiple Persistent Conditions: Sometimes you are affected by more than one persistent condition. For example, you might be poisoned after already suffering the effects of a disease. In this case, you must satisfy the requirements for removing all of these persistent conditions before you can move up the condition track. | ||
+ | |||
+ | ===INITIATIVE=== | ||
+ | In every round during combat, each combatant gets to do something. The combatants' Initiative checks determine the order in which they act, from highest to lowest. | ||
+ | |||
+ | ===INITIATIVE CHECKS=== | ||
+ | At the start of a battle, each player makes an Initiative skill check for his character. (A character can make an Initiative check untrained.) The GM rolls Initiative checks for the opponents. All combatants act in order, from the highest Initiative check result to the lowest. A character's initiative count remains the same for all rounds of the combat unless a character takes an action that causes her place in the initiative order to change (see Special Initiative Actions, page 161). | ||
+ | The GM should write the names of the characters on a piece of scrap paper in initiative order. That way, in subsequent rounds the GM can move quickly from one character to the next. If two combatants have the same Initiative check result, the character with the highest Initiative check modifier acts | ||
+ | first. If there is still a tie, roll a die. | ||
+ | To save time, the GM can make a single Initiative check for all of the bad guys, rolling 1d20 and adding the lowest Initiative check modifier in the group. That way, each player gets a turn each round and the GM also gets one turn. At the GM's option, however, he can make separate Initiative checks for different groups of opponents or even for individual foes. For instance, the GM may make one Initiative check for an Imperial officer and another | ||
+ | check for his squad of stormtroopers. | ||
+ | |||
+ | ===JOINING A BATTLE=== | ||
+ | If characters enter a battle after it has begun, they make their Initiative check at that time and act whenever their turn comes up in the existing order. | ||
+ | |||
+ | ===FLAT-FOOTED=== | ||
+ | In any battle that begins with a surprise round (see Surprise, below)' you start the battle flat-footed. You remain flat-footed until your first regular | ||
+ | turn in the initiative order. You can't apply your Dexterity bonus (if any) to your Reflex Defense while flat-footed. | ||
+ | |||
+ | ===SURPRISE=== | ||
+ | When combat starts, if you are not aware of your enemies but they are aware of you, you're surprised. If you know about your opponents but they don't know about you, you surprise them. | ||
+ | |||
+ | ===AWARENESS AND SURPRISE=== | ||
+ | Sometimes all the combatants on a side are aware of their opponents; sometimes none are; sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware. | ||
+ | |||
+ | Determining Awareness | ||
+ | The GM determines who is aware of whom at the start of a battle. She may call for Perception checks to see how aware the characters are of their opponents. Some example situations: | ||
+ | |||
+ | • The mission team enters a cantina and immediately spots a gang of Rodians. Alert and watchful, the Rodians also notice the heroes. Both sides are aware; neither is surprised. The heroes and the Rodians make Initiative checks, and the battle begins. | ||
+ | |||
+ | • While exploring an abandoned armory, the heroes are being watched by a pack of Jawas. The Jawas lurk in hiding places, waiting for the right time to strike and defend their new lair from the intruders. Sia-Lan spots one of the Jawas as it tries to sneak behind a partially destroyed battle droid. The Jawas shriek and leap from their hiding places, surrounding the heroes. The Jawas and Sia-Lan each get to act during the surprise round. The other heroes, caught unaware, can't act. After the surprise round, the first regular round of combat begins. | ||
+ | |||
+ | • The mission team advances down a dark corridor in the space-station fortress of Grumbog, an alien warlord, using glow rods to light the way. At the end of the corridor, three of Grumbog's soldiers have set up an E-Web repeating blaster. They fire the weapon, sending a powerful blast down the corridor. That's the end of the surprise round. After determining whether any of the heroes were hit and calculating damage, the GM announces that the first regular round of combat begins. The mission team is in a tough spot, since they are facing a powerful weapon and still can't see who is attacking them. | ||
+ | |||
+ | The Surprise Round | ||
+ | If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of their opponents can act in the surprise round, so they make Initiative checks. In initiative order (highest to lowest). combatants who started the battle aware of their opponents each take a single action-a standard action, a move action, or a swift action-during the surprise round. If no one is surprised, a surprise round doesn't occur. | ||
+ | |||
+ | Unaware Combatants: Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flatfooted because they have not acted yet, so they do not apply their Dexterity bonus (if any) to their Reflex Defense. | ||
+ | |||
+ | ===TYPES OF ACTIONS=== | ||
+ | The fundamental combat actions of moving and attacking cover most of what you want to do in a battle. They're all described here and summarized | ||
+ | in Table 9-1: Actions in Combat. | ||
+ | |||
+ | ===STANDARD ACTIONS=== | ||
+ | A standard action is usually the most important action you'll take in a round, and it often consists of some sort of attack-swinging a lightsaber, firing a blaster, throwing a punch, hurling a grenade, and so on. You can perform one standard action in a given round of combat. A standard action could be anyone of the following: | ||
+ | |||
+ | Attack with a Melee Weapon | ||
+ | With a melee weapon, you can strike any enemy in a square you can threaten. Small and Medium characters threaten the squares adjacent to them. Bigger | ||
+ | creatures may threaten a larger number of squares, as defined by their reach (see Reach, page 161). | ||
+ | |||
+ | Two-Handed Melee Weapons: When you wield a melee weapon twohanded, add double your Strength bonus (if any) to the damage. This higher Strength modifier does not apply to light weapons (weapons smaller than your size). | ||
+ | |||
+ | Improvised Weapons: Sometimes objects not crafted to be weapons get used: chairs, bottles, crates, and so on. Because these objects are not designed for such use, characters who use improvised weapons are treated as not proficient with them and take a -5 penalty on their attack rolls. The | ||
+ | GM determines the size and damage dealt by an improvised weapon. | ||
+ | |||
+ | Attack with a Ranged Weapon | ||
+ | With a ranged weapon, you can throw or shoot at any target within your line of sight. A target is in line of sight if there are no obstructions (including other characters) between you and the target. The maximum range of a ranged attack depends on the weapon used (see Table 8-5: Weapon Ranges, page 129). | ||
+ | A ranged weapon can attack a target at point blank, short, medium, or long range. If you make a ranged attack against a target within the weapon's point blank range, you take no penalty on the attack roll; your penalty on attack rolls increases to -2 at short range, -5 at medium range, and -10 | ||
+ | at long range. | ||
+ | |||
+ | Improvised Thrown Weapons: Sometimes objects not crafted to be weapons get thrown: small rocks, vases, pitchers, lightsabers, and so forth. Because these objects are not designed for such use, characters who use improvised thrown weapons are treated as not proficient with them and take a -5 penalty on their attack rolls. The GM determines the size and damage dealt by an improvised thrown weapon. | ||
+ | |||
+ | |||
+ | |||
+ | ----- | ||
==SOCIAL SYSTEMS== | ==SOCIAL SYSTEMS== |
Revision as of 17:39, 26 June 2013
Contents
- 1 Movement
- 2 Flying
- 3 COMBAT
- 4 SOCIAL SYSTEMS
Movement
Flying
- Falling Damage
When a creature, object, or vehicle falls, make an attack roll (ld20+20) against its Fortitude Defense. If the attack succeeds, the subject takes 1d6 points of damage for every 3 meters fallen (to a maximum of 20d6 damage). If the attack fails, the subject only takes half damage. A falling creature also lands prone. Acrobatics: If you are trained in the Acrobatics skill, you can reduce the damage you take from a fall with a successful Acrobatics check. If the check succeeds and you take no damage from the fall, you land on your feet.
Flying Basic Maneuver
- Ramming:
When a creature, object, or vehicle ramming a target damage is calculated as follows:
- Speed (in Squares) (- Speed of the target if the Target is moving away) + Strength Modifier + Size Damage Modifier of the attacker (see below).
Both involved suffer the damage if no special maneuver is reducing the impact
- Collision:
When a creature, object, or vehicle ramming each other the damage is calculated as follows:
- Speed of both (in Squares) + Strength Modifier of the opposing + Size Damage Modifier of the opponent(see below).
Both involved suffer the damage if no special maneuver is reducing the impact.
- Engage:
When the Attacker is just making a normal attack without ramming into each other the damage is calculated as follows:
- Strength Modifier + Damage of the Natural Weapon or used Weapon
Only the target is suffer the damage.
Size | Damage |
Fine | 1 |
Diminutive | 1d2 |
Tiny | 1d3 |
Small | 1d6 |
Medium | 2d6 |
Large | 4d6 |
Huge | 8d6 |
Gargantuan | 12d6 |
Colossal | 20d6 |
COMBAT
COMBAT SEQUENCE
Combat takes place in a series of rounds, with each character taking one turn each round. Generally, combat runs in the following way:
Step 1 The Stablemaster determines which characters are aware of their opponents at the start of the battle. If at least some combatants are unaware of their opponents, a surprise round happens, before regular rounds begin. If there is a surprise round, each combatant starts the battle flat-footed. A flat-footed character doesn't add a Dexterity bonus to their Reflex Defense. Once combatants act, they are not longer flat-footed.
Step 2 The combatants who are aware of the opponents can act in the surprise round, so they make an Initiative check. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a single action (a standard action, a move action, or a swift action; no full-round actions allowed) during the surprise round. Combatants who were unaware do not get to act in the surprise round.
Step 3 Combatants who have not yet made an Initiative check do so. All combatants are now ready to begin their first regular round. If all combatants were aware of their opponents when the battle begun, there is no surprise round and this is the first step in the combat sequence. If there is no surprise round, no one starts flat-footed (everypony was alert enough to be ready for an encounter).
Step 4 Combatants act in initiative order.
Step 5 When everypony has had a turn, the combatant with the highest initiative acts again and steps 4 and 5 repeat until combat ends.
THE COMBAT ROUND
Each round represents 6 seconds in the game world. In the real world, a round is an opportunity for each character involved in a combat to take one or more actions. Anything a person could reasonably do in 6 seconds, your character can do in 1 round. Each round begins with the character with the highest Initiative check result and then proceeds, in descending order, from there. Each round uses the same initiative order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. For almost all purposes, there is no relevance to the end of a round or the beginning of a round. The term "round" works like the word "month." A month can mean either a calendar month, or a span of time from a day in one month to the same day the next month. In the same way, a round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative number in the next round. Effects that last a certain number of rounds end just before the same initiative number that they began on.
ACTIONS IN COMBAT
Every round, on your character's turn, you may take a standard action, a move action, and a swift action (in any order). You may take a move action or a swift action in place of a standard action, but not the other way around. You may also take a swift action in place of a move action, but not the other way around. Finally, you may sacrifice all three of these actions to perform a single full-round action on your turn.
STANDARD ACTION I MOVE ACTION I SWIFT ACTION
Standard Action: A standard action is usually the most important action you'll take in a round, and it often consists of some sort of attack - throwing a punch, swinging a lasso, hurling a water balloon, and so on. You can perform one standard action on your turn.
Move Action: A move action represents physical movement. The most common move action is moving your speed. Standing up from a prone position, opening a door, and drawing an object are also move actions. You can perform one move action on your turn, or two if you give up your standard action.
Swift Action: Most swift actions enable you to perform your standard action. Examples include dropping a held item or activating a certain maneuver. You can perform one swift action on your turn, or two if you give up either your standard action or your move action, or three if you give up both your standard action and your move action.
Full-Round Action: A full-round action consumes all of your effort during a given round, effectively replacing all other actions on your turn. Some uses of skills require a full-round action to complete. Examples include bypassing a lock (using the Craft skill), or searching an area for clues (using the Perception skill). A full-round action can't span multiple rounds; for example, you cannot perform a full-round action that replaces your move action and swift action in the first round and your standard action in the following round.
Free Actions and Reactions
Some actions take such a negligible amount of time that they can be performed in addition to other actions or they can happen out of turn:
Free Action: Free actions consume almost no time or effort, and you may take one or more free actions even when it isn't your turn. Examples include calling out to your friends for help and taunting a foe. The Stablemaster puts reasonable limits on what counts as a free action. Reciting the epic history of the Royal families takes several minutes (or more) and therefore isn't a free action. You can't take free actions when you're flat-footed.
Reaction: A reaction is an instantaneous response to someone else's action, and you can use a reaction even if it is not your turn. Examples of reactions include making a Perception check to notice somepony sneaking up behind you and instantly activating a maneuver to avoid damage from an incoming attack.
COMBAT STATISTICS
Several fundamental statistics determine how well you do in combat. This section summarizes these statistics.
ATTACK ROLL
Attacking is a standard action. When you make an attack roll, roll ld20 and add the appropriate modifiers. If your result is equal to or higher than the target's Reflex Defense, you hit and deal damage (see Damage below).
Your attack roll with a melee weapon or unarmed attack is:
1d20 + Melee skill score
Your attack roll with a ranged weapon is:
1d20 + Ranged skill score + range penalty (if any)
Critical Hits
When you roll a natural 20 on your attack roll, or a harvesting roll (the d20 comes up "20"). the attempt automatically hits, no matter how high the defender's Reflex Defense. In addition, you score a critical hit and deal double damage. All targets are subject to critical hits, even inanimate objects.
Automatic Misses
When you roll a natural 1 on your attack roll, or a harvesting roll (the d20 comes up "1 "). the attempt automatically misses, no matter how high the bonus on the attack roll is.
DAMAGE
When you hit with an attack, you deal damage that reduces the enemy's fatigue points.
Unarmed damage, damage with a melee weapon or thrown melee weapon is calculated as follows:
Size modifier or Weapon damage + one-half heroic level (rounded down) + Strength modifier
Damage with a ranged weapon is calculated as follows:
Weapon damage + one-half heroic level (rounded down)
Weapon Damage: A hit always deals at least 1 point of damage, even if penalties to damage bring the damage result below 1.
One-Half Heroic Level: Weapons are simply more dangerous in the hands of powerful characters.
Strength Modifier: When you hit with a natural attack, a melee weapon or thrown melee weapon, you add your Strength modifier to damage.
DEFENSES
Your defenses represent your ability to avoid taking damage and overcome attacks against the body and mind. You have four defense scores:
Reflex Defense: 10 + Dexterity modifier + armor bonus or class bonus + natural armor bonus + size modifier
Fortitude Defense: 10 + Constitution modifier + class bonus + equipment bonus
Will Defense: 10 + Wisdom modifier + class bonus
Wits Defense: 10 + Intelligence Modifier + class bonus
Your species, talents, feats, and actions may grant additional bonuses to one or more of these defenses. For example, Buffalos gain a +1 species bonus to Fortitude Defense, while a character with the Improved Defenses feat gains a + 1 bonus to all four defenses.
Reflex Defense
Your Reflex Defense (Ref) represents how hard you are to hit in combat, and most attacks target a creature's Reflex Defense. If an opponent's attack roll equals or exceeds your Reflex Defense, the attack hits.
Armor Bonus: Your armor bonus is determined by the armor you wear. If you are wearing armor, add your armor bonus to your Reflex Defense instead of your class bonus. This represents the difference between using your innate skill to avoid injury and counting on your armor to absorb the damage from incoming attacks.
Dexterity Modifier: Nimble targets are more difficult to hit than slow ones. Add your Dexterity modifier to your Reflex Defense. If you are flatfooted or unaware of an attack, you lose your Dexterity bonus (but not a penalty) to your Reflex Defense. If you are helpless (for example, knocked unconscious). calculate your Reflex Defense as if you had a Dexterity score of 0 (-S modifier).
Size Modifier: Smaller creatures are harder to hit than bigger ones. Apply the appropriate size modifier to your Reflex Defense (and only your Reflex Defense). Size modifiers are as follows: Colossal, -10; Gargantuan, -5; Huge, -2; Large, -1; Medium, +0; Small, + 1; Tiny, +2; Diminutive, +5; Fine, + 10.
Fortitude Defense
Your Fortitude Defense (Fort) represents your ability to resist the effects of poison, disease, and severe weather, as well as your ability to ignore effects that would incapacitate a normal being.
Constitution Modifier: Tougher, healthier targets are more difficult to hurt than weaker ones, so you add your Constitution modifier to your Fortitude Defense.
Equipment Bonus: Some kinds of armor provide an equipment bonus to your Fortitude Defense.
Wits Defense
Your Wits Defense (Wit) represents how quick you are thinking and reacting, and most social attacks target a creature's Wits Defense. If an opponent's attack roll equals or exceeds your Wits Defense, the statement hits.
Intelligence Modifier: Quick-witted targets are more difficult to impress than slow ones. Add your Intelligence modifier to your Wits Defense. If you are flatfooted or unaware of an attack, you lose your Intelligence bonus (but not a penalty) to your Wits Defense.
Will Defense
Your Will Defense (Wil) represents your ability to resist the effects of stress, some magical effects, or other effects that target your mind.
Wisdom Modifier: Strong-willed characters are harder to influence than weak-willed ones. You add your Wisdom modifier to your Will Defense. When you are unconscious, you have an effective Wisdom score of 0 (-5 modifier).
SPEED
Your speed tells you how far you can move with a single move action. Your speed depends mostly on your species, although certain kinds of armor can reduce your speed. Some creatures and vehicles have a natural climb, burrow, fly, and/or swim speed in addition to their normal land speed. Any effect that reduces speed affects all of a creature's movement modes unless noted otherwise. Speed is measured in squares. Each square represents 1.5 meters (about 5 feet).
Fly: A creature with a fly speed is capable of flight, but not if it is carrying a heavy load (see Encumbrance).
HIT POINTS
Hit points (sometimes abbreviated "hp") represent two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a graze or near miss. As you become more experienced, you become more adept at parrying strikes, dodging attacks, and rolling with blows such that you minimize or avoid significant physical trauma, but all this effort slowly wears you down. Rather than trying to keep track of the difference between attacks and how much physical injury you take, hit points are an abstract measure of your total ability to survive damage.
As long as you have at least 1 hit point, you can act normally on your turn.
Second Wind If you are reduced to one-half your maximum hit points or less, you can catch a second wind as a swift action. This action heals one-quarter of your full hit point total (rounded down) or a number of hit points equal to your Constitution score, whichever is greater. You can catch a second wind only once per day. Certain feats or talents may allow you to catch a second wind more often, but never more than once in a single encounter. Only heroic characters can catch a second wind; non heroic characters, creatures, objects, devices, and vehicles cannot. Exception: A nonheroic character that takes the Extra Second Wind feat (page 85) can catch a second wind once per day.
o Hit Points A creature reduced to 0 hit points moves -5 steps on the condition track and falls unconscious (see Falling Unconscious, below). However, if the damage that reduced the creature to 0 hit points equals or exceeds its damage threshold, the creature is killed instead (see Damage Threshold, below).
A droid, object, or vehicle reduced to 0 hit points moves -5 steps on the condition track and is disabled (but repairable). However, if the damage that reduced it to 0 hit points equals or exceeds its damage threshold, the droid, object, or vehicle is destroyed instead. A destroyed droid, object, or vehicle cannot be repaired.
Damage Threshold Attacks that deal massive amounts of damage can impair or incapacitate you regardless of how many hit points you have remaining. Your damage threshold determines how much damage a single attack must deal to reduce your combat effectiveness or, in some cases, kill you. Your damage threshold is calculated as follows:
Damage threshold = Fortitude Defense + size modifier
Size Modifier: Creatures, droids, and vehicles larger than Medium size gain a size bonus to their damage threshold. This size bonus is +5 for Large, + 10 for Huge, +20 for Gargantuan, and +50 for Colossal. When a single attack made against you deals damage that equals or exceeds your damage threshold, but not enough damage to drop you to 0 hit points, you move -1 step along the condition track (see Conditions, page 148). If the damage reduces you to 0 hit points, you are dead.
Droids, Objects, and Vehicles: A droid, object, or vehicle reduced to 0 hit points by an attack that deals damage equal to or greater than its damage threshold is destroyed.
Spending a Force Point: If you are reduced to 0 hit points by an attack that deals damage equal to or greater than your damage threshold, you can avoid death by immediately spending a Force Point, even if you spent a Force Point earlier in the round. A character who spends a Force Point in this fashion remains at 0 hit points, moves -5 steps along the condition track (see Conditions, page 148). and falls unconscious.
If a droid is reduced to 0 hit points by an attack that deals damage equal to or greater than its damage threshold, it may spend a Force Point in this manner to be disabled instead of destroyed.
Improved Damage Threshold: You can increase your damage threshold by taking the Improved Damage Threshold feat (page 86).
Falling Unconscious A creature pushed to the bottom of the condition track (see Conditions, page 148) or reduced to 0 hit points falls unconscious. When you fall unconscious, you fall prone and are unable to take any actions. After 1 minute (10 rounds)' you make a DC 10 Constitution check. On a success, you move + 1 step on the condition track, regain consciousness, recover hit points equal to your level, and can act normally on your next turn (although you start prone). If the check fails, you remain unconscious for 1 hour, after which you can attempt another Constitution check. You make a new Constitution check every hour until you regain consciousness. If you fail by 5 or more points, or if you roll a natural 1 on your Constitution check, you are dead. You can't take 10 on the Constitution check. If you fail a Constitution check to regain consciousness, your condition becomes persistent (see page 149). which means that you can't heal damage naturally and you can't use the recover action (see page 154) until you've had surgery performed on you or until you get eight consecutive, uninterrupted hours of rest. An unconscious character or creature subjected to a coup de grace attack (see page 154) or an attack that deals damage equal to or greater than its damage threshold dies immediately. A character or creature that receives any kind of healing while unconscious immediately revives and can get up to fight again (but starts prone); the healed character or creature has a number of hit points equal to the amount of healing it received, and it moves + 1 step on the condition track.
Objects, Devices, and Vehicles: When an object, device, or vehicle is disabled, it moves -5 steps on the condition track and no longer functions. It remains inert and inoperative until repaired (see the Mechanics skill, page 68). A repaired object, device, or vehicle gains a number of hit points equal to the amount repaired, and it moves + 1 step on the condition track.
Death A character or creature that dies cannot be brought back to life except under special circumstances (see the revivify ability of the Treat Injury skill, page 74). Similarly, a destroyed object, or vehicle cannot be repaired.
The Star Wars galaxy is a vast and perilous wilderness, and heroes who fight against evil and tyranny sometimes make the ultimate sacrifice. When a hero dies, the only thing a player can do is bid her character a fond farewell and roll up a new one.
Natural Healing A living creature that gets eight consecutive, uninterrupted hours of rest regains hit points equal to its level. A living creature cannot heal naturally if it has any persistent conditions (see next page). and a creature can only benefit from natural healing once in a 24-hour period. In addition to the hit points gained from natural healing, a creature can regain additional hit points from first aid or long-term care (see Treat Injury skill, page 74).
CONDITIONS Certain debilitating attacks reduce one's combat effectiveness instead of one's hit points. Examples include a stun grenade blast, a force march, a paralyzing venom, or long-term exposure to extreme temperatures. Multiple conditions have cumulative effects and can quickly drive a creature from its normal state to unconsciousness or disable an otherwise functional droid, device, or vehicle. Physically debilitating attacks are usually made against the target's Fortitude Defense, while mentally debilitating attacks target one's Will Defense. Either type of attack pushes the target along the same track.
The Condition Track A creature, droid, object, or vehicle not affected by any debilitating conditions is assumed to be in a "normal state," which represents one end of the condition track. Each debilitating effect to which it succumbs moves it one or more steps along the condition track. A creature pushed to the last step on the condition track falls unconscious (see Falling Unconscious, above). A droid, object, or vehicle pushed to the last step on the condition track is disabled until repaired using the Mechanics skill (see page 68). When a device is pushed down the condition track, apply the indicated penalty on skill checks to any skill check made using the device. When a vehicle is pushed down the condition track, all of the vehicle's occupants suffer the same penalties as the vehicle itself until the vehicle is disabled. Penalties imposed by multiple condition tracks are cumulative; in other words, a vehicle's occupants suffer the effects of their own personal condition tracks in addition to the effects of the vehicle's condition track.
Removing Conditions You can improve your condition by spending three swift actions to use the recover action, moving + 1 step along the condition track. You can spend all three swift actions in a single round or spread them out across consecutive rounds. For example, you could spend a swift action at the end of one turn and two swift actions at the start of your next turn to move + 1 step along the condition track. Certain situations may prevent you from spending swift actions to move toward a normal state on the condition track (see Persistent Conditions, below). Resting for eight consecutive, uninterrupted hours usually removes all debilitating conditions afflicting a creature and returns it to its normal state. Some causes of debilitation, such as poison and hunger, may prevent a creature from improving its cond ition or returning to its normal state until the cause of the debilitation is treated (see Persistent Conditions, below).
Persistent Conditions Some hazards and attacks (such as poison and disease) result in a persistent condition that cannot be removed except in certain circumstances. Any time a condition is persistent, you cannot use the recover action (see page 154) to move steps up the condition track, and you do not regain any hit points from natural healing. However, once a persistent condition is removed by satisfying the requirements stated in its description, you can move up the condition track and heal normally. Persistent conditions do not prevent you from moving up the condition track by means other than the recover action or resting for 8 hours. For example, an unconscious creature that fails its first Constitution check has a persistent condition from its injuries, but it still moves + 1 step on the condition track when it makes a successful Constitution check to regain consciousness.
Multiple Persistent Conditions: Sometimes you are affected by more than one persistent condition. For example, you might be poisoned after already suffering the effects of a disease. In this case, you must satisfy the requirements for removing all of these persistent conditions before you can move up the condition track.
INITIATIVE
In every round during combat, each combatant gets to do something. The combatants' Initiative checks determine the order in which they act, from highest to lowest.
INITIATIVE CHECKS
At the start of a battle, each player makes an Initiative skill check for his character. (A character can make an Initiative check untrained.) The GM rolls Initiative checks for the opponents. All combatants act in order, from the highest Initiative check result to the lowest. A character's initiative count remains the same for all rounds of the combat unless a character takes an action that causes her place in the initiative order to change (see Special Initiative Actions, page 161). The GM should write the names of the characters on a piece of scrap paper in initiative order. That way, in subsequent rounds the GM can move quickly from one character to the next. If two combatants have the same Initiative check result, the character with the highest Initiative check modifier acts first. If there is still a tie, roll a die. To save time, the GM can make a single Initiative check for all of the bad guys, rolling 1d20 and adding the lowest Initiative check modifier in the group. That way, each player gets a turn each round and the GM also gets one turn. At the GM's option, however, he can make separate Initiative checks for different groups of opponents or even for individual foes. For instance, the GM may make one Initiative check for an Imperial officer and another check for his squad of stormtroopers.
JOINING A BATTLE
If characters enter a battle after it has begun, they make their Initiative check at that time and act whenever their turn comes up in the existing order.
FLAT-FOOTED
In any battle that begins with a surprise round (see Surprise, below)' you start the battle flat-footed. You remain flat-footed until your first regular turn in the initiative order. You can't apply your Dexterity bonus (if any) to your Reflex Defense while flat-footed.
SURPRISE
When combat starts, if you are not aware of your enemies but they are aware of you, you're surprised. If you know about your opponents but they don't know about you, you surprise them.
AWARENESS AND SURPRISE
Sometimes all the combatants on a side are aware of their opponents; sometimes none are; sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.
Determining Awareness The GM determines who is aware of whom at the start of a battle. She may call for Perception checks to see how aware the characters are of their opponents. Some example situations:
• The mission team enters a cantina and immediately spots a gang of Rodians. Alert and watchful, the Rodians also notice the heroes. Both sides are aware; neither is surprised. The heroes and the Rodians make Initiative checks, and the battle begins.
• While exploring an abandoned armory, the heroes are being watched by a pack of Jawas. The Jawas lurk in hiding places, waiting for the right time to strike and defend their new lair from the intruders. Sia-Lan spots one of the Jawas as it tries to sneak behind a partially destroyed battle droid. The Jawas shriek and leap from their hiding places, surrounding the heroes. The Jawas and Sia-Lan each get to act during the surprise round. The other heroes, caught unaware, can't act. After the surprise round, the first regular round of combat begins.
• The mission team advances down a dark corridor in the space-station fortress of Grumbog, an alien warlord, using glow rods to light the way. At the end of the corridor, three of Grumbog's soldiers have set up an E-Web repeating blaster. They fire the weapon, sending a powerful blast down the corridor. That's the end of the surprise round. After determining whether any of the heroes were hit and calculating damage, the GM announces that the first regular round of combat begins. The mission team is in a tough spot, since they are facing a powerful weapon and still can't see who is attacking them.
The Surprise Round If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of their opponents can act in the surprise round, so they make Initiative checks. In initiative order (highest to lowest). combatants who started the battle aware of their opponents each take a single action-a standard action, a move action, or a swift action-during the surprise round. If no one is surprised, a surprise round doesn't occur.
Unaware Combatants: Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flatfooted because they have not acted yet, so they do not apply their Dexterity bonus (if any) to their Reflex Defense.
TYPES OF ACTIONS
The fundamental combat actions of moving and attacking cover most of what you want to do in a battle. They're all described here and summarized in Table 9-1: Actions in Combat.
STANDARD ACTIONS
A standard action is usually the most important action you'll take in a round, and it often consists of some sort of attack-swinging a lightsaber, firing a blaster, throwing a punch, hurling a grenade, and so on. You can perform one standard action in a given round of combat. A standard action could be anyone of the following:
Attack with a Melee Weapon With a melee weapon, you can strike any enemy in a square you can threaten. Small and Medium characters threaten the squares adjacent to them. Bigger creatures may threaten a larger number of squares, as defined by their reach (see Reach, page 161).
Two-Handed Melee Weapons: When you wield a melee weapon twohanded, add double your Strength bonus (if any) to the damage. This higher Strength modifier does not apply to light weapons (weapons smaller than your size).
Improvised Weapons: Sometimes objects not crafted to be weapons get used: chairs, bottles, crates, and so on. Because these objects are not designed for such use, characters who use improvised weapons are treated as not proficient with them and take a -5 penalty on their attack rolls. The GM determines the size and damage dealt by an improvised weapon.
Attack with a Ranged Weapon With a ranged weapon, you can throw or shoot at any target within your line of sight. A target is in line of sight if there are no obstructions (including other characters) between you and the target. The maximum range of a ranged attack depends on the weapon used (see Table 8-5: Weapon Ranges, page 129). A ranged weapon can attack a target at point blank, short, medium, or long range. If you make a ranged attack against a target within the weapon's point blank range, you take no penalty on the attack roll; your penalty on attack rolls increases to -2 at short range, -5 at medium range, and -10 at long range.
Improvised Thrown Weapons: Sometimes objects not crafted to be weapons get thrown: small rocks, vases, pitchers, lightsabers, and so forth. Because these objects are not designed for such use, characters who use improvised thrown weapons are treated as not proficient with them and take a -5 penalty on their attack rolls. The GM determines the size and damage dealt by an improvised thrown weapon.
SOCIAL SYSTEMS
SOCIAL STATUS
Der Social Status gibt an wie angesehen im allgemeinen das Pony oder Zebra oder Drache... (...oder wie auch immer) im allgemeinen ist. Dieses hängt zum einen von der Erfahrung ab sowie auch von dem persönlichen Charisma. Zusätzlich gibt es noch einige Talente und Feats die sich auf den Social Status auswirken. Natürlich ist klar das z.B. ein Büffel der mit Ponys interagiert nicht den selben Status hat wie z.b. ein Pony oder ein in seiner Stadt angesehener Farmer in der High Society in Canterlot wo ihn niemand kennt. Deswegen ist in der unten stehenen Tabelle eine Auflistung aller Modifikationen auf den Sozial Status je nach Situation. Sollte eine Modifikation nicht aufgelistet sein entscheidet der Spielleiter.
Situation | Modifier |
Fremd an dem Ort | -5 |
Nur wenigen bekannt | -2 |
Auf einer Veranstaltung bei der man sich nicht auskennt (Skill Rank < 5) | -2 |
Auf einer Veranstaltung bei der man sich auskennt (Skill Rank 5-10) | +2 |
Auf einer Veranstaltung bei der man sich sehr gut auskennt (Skill Rank > 11) | +5 |
Fremder Angehöriger einer Rasse die unbekannt ist oder als gefährlich gilt | -10 |
Fremder Angehöriger einer sonst an diesem Ort nicht vorkommenden Rasse | -5 |
Kein Angehöriger der vorherschenden Rasse (trift z.B. auch bei einem Einhorn in Cloudsdale zu.) | -2 |
VIP oder Super VIP | siehe Talents |
USING SOCIAL STATUS
Der Social Status kann auf mehrere Arten genutzt werden da es diverse Privilegien mit sich bringt in einem Höheren Status zu stehen. Wenn z.B. ein Offensives Social Maneuver gegen jemanden durchgeführt wird ist dieses je nach unterschied im Social Status Leichter oder schwieriger. Einige Maneuver können überhaupt nicht gegen jemanden genutzt werden der im Social Status über einen stehen. Aber auch für das Besuchen von Events ist ein Social Status wichtig da man erst ab einem bestimmt Status auf einem solchen Ereignis auch willkommen ist. Dieser Faktor wird als Social Access Rating bezeichnet und hängt von Social Status ab.
Unterschied im Social Status | Erschwernis auf Maneuver |
Gleicher Sozial Status | 0 |
Höheres Social Rating | -2 |
Höheres Social Rating um 5 oder mehr | -4 |
Höheres Social Rating um 10 oder mehr | -6 |
Kleinerer Sozial Status | +2 |
Kleinerer Sozial Status um 5 oder mehr | +4 |
Kleinerer Sozial Status um 10 oder mehr | +6 |
SOCIAL ACCESS RATING
Im gegensatz zu dem Social Rating hat das Social Access Rating keinerlei direkte auswirkung bei Social Maneuvers. Social Access Rating wird berechnet mit dem Social Rating und eventuelle Bonis aufgrund von Feiner Kleidung. Zusätzlich gibt es noch ein paar zusätzliche Modifikationen wie zum Beispiel eine Einladung oder eben keine. Normalerweise kann davon ausgegangen werden das wen jemand keine Einladung besitzt er auf einem Event auch nicht willkommen ist wohingegen eigentlich jeder mit einer entsprechenden Einladung auch auf ein Event gelassen wird sofern es keinen vorgeschriebenen Dresscode gibt. Jedoch wenn das Social Access Rating niedriger ist wie das Event Access Rating fühlt man sich normalerweise auf einer entsprechenden Veranstaltung nicht wohl. Dieses stellt sich in sofern da das eine Aura of Discord erzeugt wird die entsprechend der Tabelle Discord Punkte Erzeugt bis sämtliche Harmony Punkte verschwunden sind und nur noch ein Discord Punkt übrig ist. Zusätzlich ist das zu niedrige Social Access Rating ein Argument das gegen einen benutzt werden kann von jemanden der ein ausreichend hohes Social access Rating besitzt. Ein erhöhtes Social Access Rating kann als Kompliment für ein Harmonisches Maneuver benutzt werden und erzeugt eine Stufe 1 Aura of Harmony.
Influencing effect | Auswirkung auf Social Access Rating |
Einladung | +5 |
Keine Einladung | -5 |
Kennt den Gastgeber oder Veranstalter | +2 |
Kennt die meisten der anwesenden | +2 |
Angemessene Gadrobe | +2 |
Unangemessene Gadrobe | -4 |
SOCIAL EVENTS
Das Social Event ist nicht automatisch mit großen anlässen oder einer Gala gleichtzusetzen, vielmehr ist jedes organisierte Soziale zusammentreffen auch ein Social Event,zum beispiel ein Picknick oder Straßenfest. Das erstellen des Social Event Rating wird anhand des Social Rating des Veranstalter festgelegt. Das Maximal mögliche Social Event Rating kann das Social Rating des Organisierenden nicht übersteigen und normalerweise auch nicht niedriger sein wie die abgerundete hälfte des Social Ratings. Dieses Rating kann ansteigen durch VIP und Super VIP Gästen. Normalerweise ist es für ein Event angenehmer wenn das Rating möglichst niedrig ist, jedoch gibt es auch Vorteile die durch ein hohes Rating entstehen. Als erstes währe das temporäre ansteigen des Social Ratings zu erwähnen. Bei jedem besuchten Event das mindesten soviel Event Rating hat wie das eigene Social Rating plus den Bonus aus zuvor besuchten Events erhält man einen Temporären Boost auf den Social Status, natürlich nur für die jeweiligen Geselschaft, die Hight Socity in Chanterlot interesiert es normalerweise nicht besonderst das man regelmäsig zu Kochwetbewerben geht. Das Keyword des Bonus ist hier die entsprechende ausrichtung in der dieser zählt. Das problem ist nur das dieser Bonus mit der Zeit wieder verschwindet und der Bonus Maximal so hoch sein kan wie die hälfte des unmodifizierten Social Status. Der Bonus veringert sich um einen Punkt pro Woche in der kein entsprechendes Event besucht wurde. Der zweite Vorteil ergibt sich dadurch das ein Event mit entsprechendem Event Rating von entsprechende Persönlichkeiten besucht wird. Dieses wirkt sich dadurch aus das ein challenge rating in höhe des Event Rating besteht. Der Spielleiter solte darum schauen das ein entsprechendes Event auch die entsprechenden Herausforderungen und gelegenheiten bietet. Selbstverständlich gilt ein entsprechendes Challenge erst dan als erfüllt wenn die entsprechende Zielsetzung mit der man zu dem Event gegangen ist erfült wurde. Je nachdem wie anspruchsvoll oder anspruchlos diese ist wird das Challenge Rating zusätzlich modifiziert. Dieses hängt von vielen Faktoren ab wie z.B. persönliche Handicaps, Ablenkungen , u.s.w. weswegen es schwierig ist eine allgemein gültige Formel zu finden. Der Spielleiter solte hier den entsprechenden Faktor bestimmen.
Unterschied Social Access Rating zu Event Rating | Aura of Harmony/Discord | Größe von Argument |
21 and more | 1 Harmony punkt pro Encounter | Large |
15 bis 20 | 1 Harmony punkt alle 2 Encounter und am Ende | Medium |
6 bis 10 | 1 Harmony punkt am Anfang und am Ende | Small |
1 bis 5 | 1 Harmony punkt am Ende | Tiny |
-1 bis -5 | 1 Discord punkt am Ende | Tiny |
-6 bis -10 | 1 Discord punkt am Anfang und am Ende | Small |
-15 bis -20 | 1 Discord punkt alle 2 Encounter und am Ende | Medium |
-21 and less | 1 Discord punkt pro Encounter | Large |
STATEMENTS
Der begriff Statement wird benutzt um in einer Diskusion die Stärke eines Sozialen Maneuvers zu bestimmen. Dieses wird ereicht indem einem Statment eine größe zugeordnet wird. Durch die größe kann später bestimmt werden wieviel Fatigue Verlust oder Regeneration durch das entsprechende Maneuver bewirkt wird. Ein Statment verliert für jedesmahl wo es benutzt wird eine größen stufe. Ein Statement verursacht übrigens nur dann Fatigue Verlust wenn das ziel das Argument nicht akzeptieren will. Ein Argument das so angenommen und wenn entsprechend dem Argument weiter gehandelt wird verurascht ein Statement auch keinen Fatigue verlust. Es ist möglich ein Argument unter vorbehalt zu akzeptieren jedoch wird in diesem Fall noch die hälfte an Fatigue Verlust verursacht solte sich herausstellen das der Zweifel unbegründet war.
- Statements:
The scale of a statement is determined by the stable master. As a guideline is to say that the better statement is the larger is the size and the effect it has in a social maneuver.
Statement Size | Damage | Example |
Fine | 1 | wordless, questioning stare |
Diminutive | 1d2 | You do it, I'm lazy |
Tiny | 1d3 | I'm not doing it... |
Small | 1d6 | You do it, I'm busy |
Medium | 2d6 | You do it, it's usually your job |
Large | 4d6 | You promised to do it |
Huge | 8d6 | You have sworn to do it |
Gargantuan | 12d6 | Lives depend on, that you're doing this |
Colossal | 20d6 | We will all die if you won't do that |
- Social Status:
Social Status is calculated by Reputation + Charisma modifier. Some Talents may affect the Social Status too. In addition a Character can gain temporary Social Status (universal or related) but it fades away (Stablemaster decision in what rate its fade away). The most common way to gain temporary Social Status is the visit of Social Events.
- Related Social Status:
A character can use special knowledge to use a greater Social Status when visiting related Events or when she is discuss a related topic. If the Character is trained in Knowledge (Related to topic) she can use a +2 on Social Status, if she as also an Skill Focus on this skill the Bonus is increased to +4.
- Creating a Lie:
A Character is able to create an fake statement by using the Deception Skill. To create a Lie you make a check on the Deception skill against a opposed Empathy check of the target of the Lie. If more than one Target is affected the Empathy check is made by the Character with the highest Empathy total. The difficulty is modified by the Size of the Deception (see Table below). If the Check fails the Lie can be used as a one Size bigger statement against the liar (maximum Huge Size as long as the Lie is not perilous). Normally when your Lie is noticed the attitude of your target is reduced by one step. If the Deception was with good intentions or a white lie, the Size of the statement is one step lesser and the attitude is not changing. A Lie can be used in every Social maneuver instead of a real statement.
Deception Size | Dificulty Modification |
Tiny | -10 |
Small | -5 |
Medium | 0 |
Large | +5 |
Huge | +10 |
Gargantuan | +15 |
Colossal | +20 |
Social Basic Maneuver
- Dispute:
When someone have a aggressive debate, the Effect is as follows:
Stablemaster listens to all sides and decide the size of the arguments. All involved roll a social attack roll against the cunning Defense of the Target. If the arguments exceed the defense the Damage is calculated as normal to all targets. (Charisma Modifier + Size)
Note: If the Damage exceed the Mental Damage Threshold the Mental Condition track and the attitude go down one Stepp. If the attitude go to "Unfriendly" or below the debate ends normaly at this Point (maybe they will continue physically...)
- Conversation:
When someone have a friendly debate, the Effect is as follows:
Stablemaster listens to all sides and decide the size of the arguments. All involved roll a social attack roll against the cunning Defense of the Target. If both arguments exceed the defense the Damage is calculated as normal and the lower result is subtracted from the Argument with the better result. No Damage is dealt by this but if the Damage exceed the Mental Damage Threshold the opposit argument will be reduced by one size Level. If the argument size drop to zero the used argument is not usable again.
- Blocking:
The Blocking Basic Maneuver is very simple, it just a withdraw from the discussion. The System is as follows:
For every Social Maneuver the Wits Defense is increased by +5 but you can not use any Argument of any size.